/Engine/Source/Runtime/Engine/Classes/Components/AudioComponent.h
USoundBase
class UAudioComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [ISoundParameterControllerInterface](API\Runtime\Engine\Audio\ISoundParameterControllerInterfa-), public [FQuartzTickableObject](API\Runtime\Engine\Sound\FQuartzTickableObject)
int32
ActiveCount
A count of how many times we've started playing
FSoundAttenuati...
AttenuationOverrides
If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component
TObjectPtr< cla...
AttenuationSettings
If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component
FName
AudioComponentUserID
Configurable, serialized ID for audio plugins
uint32
AudioDeviceID
The specific audio device to play this component on
EAttachmentRule
AutoAttachLocationRule
Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
TWeakObjectPtr<...
AutoAttachParent
Component we automatically attach to when activated, if bAutoManageAttachment is true.
EAttachmentRule
AutoAttachRotationRule
Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
EAttachmentRule
AutoAttachScaleRule
Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
FName
AutoAttachSocketName
Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.
uint8: 1
bAllowSpatialization
Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
uint8: 1
bAlwaysPlay
Whether to artificially prioritize the component to play
uint8: 1
bAutoDestroy
Auto destroy this component on completion
uint8: 1
bAutoManageAttachment
True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed.
uint8: 1
bCanPlayMultipleInstances
If true, the Audio Component will play multiple sound instances at once.
uint8: 1
bCenterChannelOnly
Whether or not this sound class forces sounds to the center channel
uint8:  1
bDisableParameterUpdatesWhilePlaying
If true, the Audio Component will ignore parameter updates for already-playing sound(s).
uint8:  1
bEnableLowPassFilter
Whether or not to apply a low-pass filter to the sound that plays in this audio component.
uint8: 1
bIgnoreForFlushing
If true, this sound will not be stopped when flushing the audio device.
uint8: 1
bIsFadingOut
Whether or not fade out was triggered.
uint8: 1
bIsMusic
Whether or not this audio component is a music clip
uint8: 1
bIsPaused
Whether or not this audio component has been paused
uint8: 1
bIsPreviewSound
Whether or not this sound is a preview sound
uint8:  1
bIsUISound
Whether or not this sound plays when the game is paused in the UI
uint8: 1
bIsVirtualized
Whether or not this audio component's sound is virtualized
uint8: 1
bOverrideAttenuation
Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
uint8: 1
bOverridePriority
Whether or not to override the priority of the given sound with the value provided.
uint8: 1
bOverrideSubtitlePriority
Whether or not to override the sound's subtitle priority.
uint8: 1
bPreviewComponent
Whether this audio component is previewing a sound
uint8: 1
bReverb
Whether or not the audio component should be excluded from reverb EQ processing
uint8: 1
bShouldRemainActiveIfDropped
Whether the wave instances should remain active if they're dropped by the prioritization code.
uint8: 1
bStopWhenOwnerDestroyed
Stop sound when owner is destroyed
uint8: 1
bSuppressSubtitles
If true, subtitles in the sound data will be ignored.
TSet<TObjectPt...
ConcurrencySet
What sound concurrency rules to use for sounds generated by this audio component
TArray<FAudioP...
DefaultParameters
Array of parameters for this AudioComponent.
int32
EnvelopeFollowerAttackTime
The attack time in milliseconds for the envelope follower.
int32
EnvelopeFollowerReleaseTime
The release time in milliseconds for the envelope follower.
float
FadeInTimeDuration
How much time the audio component was told to fade in.
TArray<FAudioP...
InstanceParameters
Array of transient parameters for this AudioComponent instance.
float
LowPassFilterFrequency
If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice.
FSoundModulatio...
ModulationRouting
float
OcclusionCheckInterval
While playing, this component will check for occlusion from its closest listener every this many seconds
FOnAudioFinishe...
OnAudioFinished
Called when we finish playing audio, either because it played to completion or because aStop()call turned it off early
FOnAudioFinishe...
OnAudioFinishedNative
Shadow delegate for nonUObjectsubscribers
FOnAudioMultiEn...
OnAudioMultiEnvelopeValue
FOnAudioMultiEn...
OnAudioMultiEnvelopeValueNative
Shadow delegate for nonUObjectsubscribers
FOnAudioPlaybac...
OnAudioPlaybackPercent
Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage.
FOnAudioPlaybac...
OnAudioPlaybackPercentNative
Shadow delegate for nonUObjectsubscribers
FOnAudioPlaySta...
OnAudioPlayStateChanged
This function returns the Targeted Audio Component's current Play State.
FOnAudioPlaySta...
OnAudioPlayStateChangedNative
Shadow delegate for nonUObjectsubscribers
FOnAudioSingleE...
OnAudioSingleEnvelopeValue
FOnAudioSingleE...
OnAudioSingleEnvelopeValueNative
Shadow delegate for nonUObjectsubscribers
FOnAudioVirtual...
OnAudioVirtualizationChanged
Called when virtualization state changes
FOnAudioVirtual...
OnAudioVirtualizationChangedNative
Shadow delegate for nonUObjectsubscribers
FOnQueueSubtitl...
OnQueueSubtitles
Called when subtitles are sent to the SubtitleManager.
float
PitchModulationMax
The upper bound to use when randomly determining a pitch multiplier
float
PitchModulationMin
The lower bound to use when randomly determining a pitch multiplier
float
PitchMultiplier
A pitch multiplier to apply to sounds generated by this component
float
Priority
If enabled, overrides the priority of the selected sound with the value provided.
FRandomStream
RandomStream
TObjectPtr<USo...
Sound
The sound to be played
TObjectPtr<USo...
SoundClassOverride
SoundClass that overrides that set on the referenced SoundBase when component is played.
TObjectPtr<USo...
SourceEffectChain
The chain of Source Effects to apply to the sounds playing on the Audio Component
float
SubtitlePriority
Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.
float
TimeAudioComponentPlayed
What time the audio component was told to play. Used to compute audio component state.
float
VolumeModulationMax
The upper bound to use when randomly determining a volume multiplier
float
VolumeModulationMin
The lower bound to use when randomly determining a volume multiplier
float
VolumeMultiplier
A volume multiplier to apply to sounds generated by this component